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JNAProductions
2016-05-15, 06:16 PM
Black Necromancer
Medium Undead, Neutral Evil

Armor Class 17 (Natural Armor)
Hit Points 150 (20d8+60)
Speed 30', Fly 40'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


10 (0)
18 (+4)
16 (+3)
24 (+7)
20 (+5)
20 (+5)



Saving Throws Constitution +9, Intelligence +13, Wisdom +11, Charisma +11
Skills Arcana +13, Insight +11, Intimidation +11, Perception +11, Stealth +10
Damage Resistances Bludgeoning, Piercing, and Slashing from magic weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from non-magic weapons, cantrips, Necrotic damage, Poison damage
Condition Immunities Exhausted, Poisoned
Senses Lifesight 120', Darkvision 120', Passive Perception 21
Languages Common, Infernal, Abyssal
Challenge


Legendary Resistance (3/day) If the Black Necromancer fails a saving throw, it may choose to instead succeed.

Magic Resistance The Black Necromancer has advantage on all saving throws against magic.

Aura of Undeath Anyone within 60' of the Black Necromancer cannot regain hit points unless healed via a spell of 7th level or higher. In addition, any attempts to heal with a less powerful spell instead heal the Black Necromancer. Also, any creature who dies within this aura returns to life within a minute as an undead, typically a zombie. Finally, any time a creature dies in the aura, the Black Necromancer regains HP equal to the hit dice of the creature. (Any excess HP is gained as Temporary HP.)

Spellcasting The Black Necromancer is a 20th level spellcaster. It's spellcasting ability is Intelligence (DC 21, +13 to hit). The Black Necromancer has the following Wizard spells prepared:

Cantrips: Mage Hand, Prestidigitation, Ray of Frost

1st level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave

2nd level (3 slots): Detect Thoughts, Invisibility, Melf's Acid Arrow, Mirror Image

3rd level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball, Lightning Bolt

4th level (3 slots): Blight, Dimension Door

5th level (3 slots): Cloudkill, Scrying, Teleport

6th level (2 slots): Disintegrate, Globe of Invulnerability

7th level (2 slots): Finger of Death, Plane Shift

8th level (1 slot): Dominate Monster, Power Word Stun

9th level (1 slot): Power Word Kill

Turn Resistance The Black Necromancer has advantage against any effect that would turn it.

Master of Necrotic Energies The Black Necromancer may choose to deal necrotic damage with any spell or ability, ignores resistance to necrotic damage, and treats immunity to necrotic damage as resistance instead.

Actions

Paralyzing Touch Melee Spell Attack: +13 to hit, reach 5', one creature. Hit: 14 (4d6) cold damage. The target must succeed on a DC 21 Constitution saving throw or be paralyzed for one minute. They may reoeat the saving throw at the end of each of their turns, ending the effect on a success.

Doombolt Ranged Spell Attack: +13 to hit, range 120', one creature. Hit: 28 (8d6) necrotic damage, and the target has its maximum HP reduced by the amount of damage taken if it fails a DC 21 Constitution saving throw. Anyone slain by this spell rises as an undead creature within a minute, typically a zombie.

Enervation Ranged Spell Attack: +13 to hit, range 240', one creature. Hit: The creature takes 9 (2d8) necrotic damage and must make a DC 21 Constitution saving throw, gaining a level of exhaustion on a failure.

Bonus Actions

Energy Inuring The Black Necromancer inures itself to whatever harmful energies affected it recently. The Black Necromancer gains resistance to a single type of damage it received damage from last turn until the start of its next turn.

Rejuvenation Drawing on excess necrotic energies, the Black Necromancer heals itself for 18 (4d8) HP.

Shielding The Black Necromancer erects a barrier, reducing all damage taken by 5 until the start of its next turn.

Reaction

Spell Redirection If the Black Necromancer saves against a spell, it may use its reaction to redirect the spell against the caster. Repeat the spell, with the Black Necromancer's Save DC (21), targeted or centered on the caster.

Legendary Actions

The Black Necromancer can take up to five legendary actions, choosing from the options below. Only one may be used at a time, and only at the end of another creature's turn. The Black Necromancer regains any spent actions at the start of its turn.

Cantrip The Black Necromancer casts a Cantrip

Retaliation The Black Necromancer uses its Paralyzing Touch or Doombolt against a foe who just damage him.

Rejuvenation The Black Necromancer uses Rejuvenation.

Spell (Costs a number of actions equal to the spell level) The Black Necromancer casts a spell.



The Black Necromancer's Coach
Huge Construct, Neutral Evil

Armor Class 24 (Natural Armor)
Hit Points 310 (20d12+180)
Speed 60', Fly 120'



Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


30 (+10)
12 (+1)
28 (+9)
10 (0)
10 (0)
10 (0)



Saving Throws Strength +16, Dexterity +7, Constitution +15
Skills Athletics +16
Damage Resistances Bludgeoning, Piercing, and Slashing from non-magic weapons
Damage Immunities Poison, Necrotic
Condition Immunities Exhausted, Poisoned, Charmed
Senses Darkvision 120', Passive Perception 10
Languages Understand the Black Necromancer, does not speak
Challenge


Actions


Ram Melee Natural Attack: +16 to hit, one creature, 5' reach. Hit: 33 (6d10) bludgeoning damage, and the target must succeed on a DC 24 Strength save or be knocked prone.

Overrun The Black Necromancer's Coach moves its land speed, and can pass through creature's spaces even if it normally could not. Anyone who's space it passes through is subject to a Ram attack. This movement provokes opportunity attacks as normal.

Bonus Action

Rejuvenation The Black Necromancer's Coach draws on ambient necrotic energy to mend itself, regaining 9 (2d8) HP.

Reaction


Intervention Any time the Black Necromancer would take damage while riding its Coach, the Coach may use its reaction to become the target of damage instead. This may result in the Coach taking damage twice (such as from a Fireball that hits both the Coach and the Black Necromancer).

Final Hyena
2016-05-15, 07:04 PM
Why you gotta bring colour into this man? :P

Anyway does Energy Inuring have a duration?

JNAProductions
2016-05-15, 08:24 PM
Added a duration.

TheTeaMustFlow
2016-05-16, 03:52 AM
Probably worth noting whether or not the undead created by its abilities are under its control or not.

And a CR would be nice, though it's hard to estimate for casters - I mean, this guy is definitely stronger than the Lich in a straight fight, but then again the Lich is hideously over-cr'd anyway.